Player (206)
Joined: 5/29/2004
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Sometimes an emoticon says it all. But only sometimes.
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Player (69)
Joined: 6/22/2005
Posts: 1050
Would the same number of frames have to pass between the keypresses, or would the keypresses just have to be in reverse order for the second half?
Current Projects: TAS: Wizards & Warriors III.
Joined: 5/3/2004
Posts: 1203
I leave that to your disgression.
Player (36)
Joined: 9/11/2004
Posts: 2631
That would make it far too easy. Think about SMB. You hold > and B and press A sometimes. It's already almost palandromic. Just remove a few frames of pressing B and you have it. (For the glitch that requires walking, etc etc.)
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Bag of Magic Food wrote:
Sometimes an emoticon says it all. But only sometimes.
Exactly. Now that I have had time to think about it, I think a palindromical run of SMB is highly possible. SMB has a low desync-factor, which makes it possible to design the movie from both ends at the same time. Basically, you would play 8-1 entirely first, and then reverse it and check where 1-1 goes unrecoverably wrong, and adjust, and repeat. When that section is finished, go 1 stage backwards and repeat, and repeat until you're at middle and the movie is finished. Then play it entirely from beginning to end and check where it desyncs, and adjust it as needed, to both ends at the same time.
Joined: 2/12/2006
Posts: 432
If the rule is that it has to stop at the end, then it should be really easy, even for a megaman game. All you have to do is play the game normally, and then, right before the end, pause it or otherwise get stuck so all the imput before won't do anything. Wait for the same period it took you to get there, finish the game, cut the last part, reverse it and stick it at the beginning, and then cut off everything from where you stopped. There you have it.
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
Err... the goal of virtually all movies here are to complete the game as fast as possible. If that weren't the case, you could easily make a single fcm that completes all nesgames.
Joined: 4/11/2006
Posts: 487
Location: North of Russia :[
Baxter wrote:
Err... the goal of virtually all movies here are to complete the game as fast as possible. If that weren't the case, you could easily make a single fcm that completes all nesgames.
nope, you could not. I am pretty sure.
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
A .fcm file that completes every game for the NES is very possible. In fact, if that is the only requirement, it would be very easy to make, though extremely laborious. Just start with one game and finish that, then the next game, etc. Almost all the time in each game would be spent doing random useless things, but each game would be completed at least once ... But no one is ever going to make such a movie, and that's good because it wouldn't be very interesting anyway.
Joined: 4/11/2006
Posts: 487
Location: North of Russia :[
I meant completing every game without any game overs -_-
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
A palindromic TAS would seem like a neat idea. However, for the purposes of watching, I think the only way to make it interesting would be to dual-encode the movie; one playing the movie forward and the other playing the movie backward from where input ends.
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
I actually think this is a really good idea if it was done right. You would first have to have two movies that people could watch at the same time (like the Megaman X and X2 run done at the same time). Then, you would have to make the rule that not only do the button presses have to be palindromic, but there have to be the same number of frames between them. Take SMB for example. You have one video showing Mario going through 1-1. At the same time the second video shows Mario going through 8-1 backwards (so the start of this movie would be the last input, when you defeat Bowser). As the first video progresses forwards, the second video progresses backwards, until they eventually meet somewhere in the middle. The cool thing would be when you see Mario jump in 1-1, he would be jumping at the exact same time(but backwards) in 8-1. So everytime you hear a jump noise, its happening in both movies. It would also be funny if you had to press down to go into a pipe in the forward moving video and so you see mario duck in the backward moving video for no reason, and other stuff like that.
Joined: 5/3/2004
Posts: 1203
Hmm, it wouldn't actually be like that, since causality is reversed as well :/ . A palindromic TAS would be cool, yes, (after all I made this topic), but playing such a TAS backwards and forwards at the same time would not result in synchronized motions.
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
Oh, well whatever you'd have to do to make the motions synchronized would be cool, even if it isnt truly palindromic.
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
xebra wrote:
Hmm, it wouldn't actually be like that, since causality is reversed as well :/ . A palindromic TAS would be cool, yes, (after all I made this topic), but playing such a TAS backwards and forwards at the same time would not result in synchronized motions.
I was thinking about that too. Some inputs like pressing A for one frame would result in synchronized motion, but holding A would not.
Joined: 5/3/2004
Posts: 1203
Even in one frame cases, there are no guarantees. For example, let's say in SMB there was a particular pressing of the jump button that resulted in a jump both forwards and backwards. Watching the movie forwards, you would see Mario jump, but watching it backwards you would see him land. Honestly, a palindromic TAS probably wouldn't be awesome to watch. But it would be inherently cool, if you like that sort of stuff.
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Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
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Location: Tennessee
Yo, banana boy!
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Former player
Joined: 9/20/2006
Posts: 287
Location: Singapore
Hmmm, there is a game which this might work out in fine... it's the game that FODA was searching for a day or 2 ago called Kwirk for GB. I think for a puzzle game like this, it may be possible, but it would require lots of route planning. Just wondering, in terms of palindromic, does it just mean key presses or timing too? If it is both, it must a one hell of a crazy game to allow this; then would converting the movie file pose a problem too, since it can't be just flipped right? If its just key presses, then it would be hell to make 2 runs of the same games isn't it? Bah, being the pragmatist that I am, I think this idea isn't too feasible. Anyone who accomplishes it ought to be put in top spot of the TAS Hall of Fame. Wait a minute... would it still be considered a TAS? Maybe it should be a TAP (Tool-Assisted Palindromic-Run) Hall of Fame LOL
Truncated wrote:
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Joined: 12/10/2006
Posts: 118
Playing throug normally and pressing the reverse sequence while the credits are playing should do it, right?
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
How about FF1? There's a lot of dead space between movements on the map that you could use to input the second half of the TAS input.
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